【UE4 C++ 基础知识】<4> 枚举 Enum、结构体 Struct
枚举
-
UENUM
宏搭配BlueprintType
可以将枚举暴露给蓝图,不使用的话,仅能在C++使用//定义一个原生enum class enum class EMyType { Type1, Type2, Type3, }; namespace EState { enum Type { Stop, Close, Open }; } // 带反射枚举 UENUM(BlueprintType) enum class ECurrentState : uint8 { Idle UMETA(DisplayName="空闲"), Attack UMETA(DisplayName="攻击"), Roll UMETA(DisplayName="翻滚"), Dead UMETA(DisplayName="死亡"), }; UPROPERTY(EditAnywhere,BlueprintReadWrite) ECurrentState MyCurrentState UMETA(DisplayName = "当前状态");
-
枚举值与字符串转换, 针对 UENUM
-
.h
UENUM() enum class ECultureTeam :uint8 { EN = 0, ZH = 1 }; //根据 enum 类型获取字符串 template<typename TEnum> FString GetEnumValueAsString(const FString& Name, TEnum value); //根据字符串 获取 enum 值 template<typename TEnum> TEnum GetEnumValueFromString(const FString& Name, FString value);
-
.cpp
template<typename TEnum> FString DataHandle::GetEnumValueAsString(const FString& Name, TEnum value) { const UEnum* EnumPtr = FindObject<UEnum>(ANY_PACKAGE, *Name, true); if (!EnumPtr) return FString("InValid"); return EnumPtr->GetNameStringByIndex((int32)value); } template<typename TEnum> TEnum DataHandle::GetEnumValueFromString(const FString& Name, FString value) { const UEnum* EnumPtr = FindObject<UEnum>(ANY_PACKAGE, *Name, true); if (!EnumPtr) return TEnum(0); return (TEnum)EnumPtr->GetIndexByNameString(value); }
-
调用
GetEnumValueAsString<ECultureTeam>(FString("ECultureTeam"), CurrentCulture); GetEnumValueFromString<ECultureTeam>(FString("ECultureTeam"), FString("EN"));
-
结构体
-
BlueprintType
可以将枚举暴露给蓝图//结构体 USTRUCT(BlueprintType) struct FMyStruct { GENERATED_BODY() // 暴露给蓝图 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Test Variables") int32 MyIntegerMemberVariable; // 不暴露给蓝图 int32 NativeOnlyMemberVariable; // 蓝图图表无法访问此UObject指针,但是指针对UE4的反射、智能指针和垃圾回收系统可见。 UPROPERTY() UObject* SafeObjectPointer; }; UPROPERTY(EditAnywhere,BlueprintReadWrite) FMyStruct MyStruct;
-
继承
FTableRowBase
之后可以用于DataTablestruct FInventoryItemInfo : public FTableRowBase { GENERATED_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite) FString ItemName UMETA(DisplayName="名称"); UPROPERTY(EditAnywhere, BlueprintReadWrite) int32 index UMETA(DisplayName="编号"); UPROPERTY(EditAnywhere, BlueprintReadWrite) bool bCanStaking UMETA(DisplayName="可否叠加"); UPROPERTY(EditAnywhere, BlueprintReadWrite) int32 Count UMETA(DisplayName="数量"); UPROPERTY(EditAnywhere, BlueprintReadWrite) UTexture2D* Icon UMETA(DisplayName="图标"); UPROPERTY(EditAnywhere, BlueprintReadWrite) TSubclassOf<AActor> ItemClass; UPROPERTY(EditAnywhere, BlueprintReadWrite) USkeletalMesh* SkeletalMesh; }; UPROPERTY(EditAnywhere,BlueprintReadWrite) FInventoryItemInfo EmptyItem;
参考
作者:砥才人
出处:https://www.cnblogs.com/shiroe
本系列文章为笔者整理原创,只发表在博客园上,欢迎分享本文链接,如需转载,请注明出处!